source-engine/game/server/physconstraint_sounds.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Data types used inside constraints for the purpose of playing sounds
// during movement.
//
//=============================================================================//
#ifndef PHYSCONSTRAINT_SOUNDS_H
#define PHYSCONSTRAINT_SOUNDS_H
#ifdef _WIN32
#pragma once
#endif
#include <mathlib/ssemath.h>
#include "soundenvelope.h"
/** \brief Class to store a sampled history of velocity for an object -- used for certain sound calculations
Although this contains only one sample for now, it exists as an interface
so as to make simpler the possibility of moving to a ring buffer
implementation in the future.
The "sample rate" variable is not nominal: it should be used to specify
the ClientThink() interval.
Be sure to use the beginSampling() function for the first sample, and
addSample() thereafter: this will be relevant and necessary for a ring
buffer implementation (which will have to perform certain initialization).
*/
class VelocitySampler
{
public:
/*
enum
{
HISTORY_DEPTH_LOG = 3, // < log-base-2 of the sampler's array depth
HISTORY_DEPTH = (1 << VELOCITY_SAMPLER_HISTORY_DEPTH_LOG),
};
*/
/// Return the internally stored sample rate.
inline float getSampleRate()
{
return m_fIdealSampleRate;
}
/// Store off the first recorded sample for the given object.
inline void BeginSampling(const Vector &relativeVelocity);
/// Record a sample. Do this LAST, after calling hasReversed() et al.
inline void AddSample(const Vector &relativeVelocity);
/// Using the sample history, determine if the object has reversed direction
/// with at least the given acceleration (in units/sec^2).
int HasReversed(const Vector &relativeVelocity, const float thresholdAcceleration[], const unsigned short numThresholds);
/// Call this in spawn(). (Not a constructor because those are difficult to use in entities.)
void Initialize(float samplerate);
/// A convenience function for extracting the linear velocity of one object relative to another.
inline static Vector GetRelativeVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame);
/// A convenience function for extracting the angular velocity of one object relative to another.
inline static Vector GetRelativeAngularVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame);
protected:
Vector m_prevSample;
float m_fPrevSampleTime;
float m_fIdealSampleRate;
};
struct SimpleConstraintSoundProfile
{
// define the indices of the sound points:
enum
{
kMIN_THRESHOLD, ///< below this no sound is played
kMIN_FULL, ///< at this velocity sound is at its loudest
kHIGHWATER, ///< high water mark for this enum
} eKeypoints;
float m_keyPoints[kHIGHWATER];
/// Number of entries in the reversal sound array
enum { kREVERSAL_SOUND_ARRAY_SIZE = 3 };
/// Acceleration threshold for playing the hard-reverse sound. Divided into sections.
/// Below the 0th threshold no sound will play.
float m_reversalSoundThresholds[kREVERSAL_SOUND_ARRAY_SIZE];
/// Get volume for given velocity [0..1]
float GetVolume(float inVel);
};
float SimpleConstraintSoundProfile::GetVolume(float inVel)
{
// clamped lerp on 0-1
if (inVel <= m_keyPoints[kMIN_THRESHOLD])
{
return 0;
}
else if (inVel >= m_keyPoints[kMIN_FULL])
{
return 1;
}
else // lerp...
{
return (inVel - m_keyPoints[kMIN_THRESHOLD])/(m_keyPoints[kMIN_FULL] - m_keyPoints[kMIN_THRESHOLD]);
}
}
class CPhysConstraint;
/** This class encapsulates the data and behavior necessary for a constraint to play sounds.
For the moment I have no easy means of populating this from an entity's datadesc.
You should explicitly fill out the fields with eg
DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ),
DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ),
DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ),
DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ),
DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSound, FIELD_SOUNDNAME, "reversalsound" ),
DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThreshold , FIELD_FLOAT, "reversalsoundthreshold" ),
*/
class ConstraintSoundInfo
{
public:
// no ctor.
// dtor
~ConstraintSoundInfo();
/// Call from the constraint's Activate()
void OnActivate( CPhysConstraint *pOuter );
/// Constraint should have a think function that calls this. It should pass in relative velocity
/// between child and parent. (This need not be linear velocity; it may be angular.)
void OnThink( CPhysConstraint *pOuter, const Vector &relativeVelocity );
/// This is how often the think function should be run:
inline float getThinkRate() const { return 0.09f; }
/// Call this before the first call to OnThink()
void StartThinking( CPhysConstraint *pOuter, const Vector &relativeVelocity, const Vector &forwardVector );
/// Call this if you intend to stop calling OnThink():
void StopThinking( CPhysConstraint *pOuter );
/// Call from owner's Precache().
void OnPrecache( CPhysConstraint *pOuter );
VelocitySampler m_vSampler;
SimpleConstraintSoundProfile m_soundProfile;
Vector m_forwardAxis; ///< velocity in this direction is forward. The opposite direction is backward.
string_t m_iszTravelSoundFwd,m_iszTravelSoundBack; // Path/filename of WAV file to play.
CSoundPatch *m_pTravelSound;
bool m_bPlayTravelSound;
string_t m_iszReversalSounds[SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE]; // Path/filename of WAV files to play -- one per entry in threshold.
// CSoundPatch *m_pReversalSound;
bool m_bPlayReversalSound;
protected:
/// Maintain consistency of internal datastructures on start
void ValidateInternals( CPhysConstraint *pOuter );
/// Stop playing any active sounds.
void DeleteAllSounds();
};
/////////////// INLINE FUNCTIONS
/// compute the relative velocity between an object and its parent. Just a convenience.
Vector VelocitySampler::GetRelativeVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame )
{
Vector childVelocity, parentVelocity;
pObj->GetImplicitVelocity( &childVelocity, NULL );
pReferenceFrame->GetImplicitVelocity(&parentVelocity, NULL);
return (childVelocity - parentVelocity);
}
Vector VelocitySampler::GetRelativeAngularVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame )
{
Assert(pObj);
if ( pReferenceFrame )
{
Vector childVelocityLocal, parentVelocityLocal, childVelocityWorld, parentVelocityWorld;
pObj->GetImplicitVelocity( NULL, &childVelocityLocal );
pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal );
pReferenceFrame->GetImplicitVelocity( NULL, &parentVelocityLocal );
pObj->LocalToWorldVector( &parentVelocityWorld, parentVelocityLocal );
return (childVelocityWorld - parentVelocityWorld);
}
else
{
Vector childVelocityLocal, childVelocityWorld;
pObj->GetImplicitVelocity( NULL, &childVelocityLocal );
pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal );
return (childVelocityWorld);
}
}
/************************************************************************/
// This function is nominal -- it's here as an interface because in the
// future there will need to be special initialization for the first entry
// in a ring buffer. (I made a test implementation of this, then reverted it
// later; this is not an arbitrary assumption.)
/************************************************************************/
/// Store off the first recorded sample for the given object.
void VelocitySampler::BeginSampling(const Vector &relativeVelocity)
{
return AddSample(relativeVelocity);
}
// Record a sample for the given object
void VelocitySampler::AddSample(const Vector &relativeVelocity)
{
m_prevSample = relativeVelocity;
m_fPrevSampleTime = gpGlobals->curtime;
}
/* // abandoned -- too complicated, no way to set from keyfields
#pragma warning(push)
#pragma warning( disable:4201 ) // C4201: nonstandard extension used: nameless struct/union
/// Stores information used for playing sounds based on
/// constraint movement
class ConstraintSoundProfile
{
public:
/// Defines a point in the sound profile: volume and pitch for the sound to play.
/// Implicit crossfading between two sounds. Used to map velocity to a sound profile.
struct SoundInfoTuple
{
float minVelocity;
union {
struct{
float volume1,pitch1; //< volume and pitch of sound 1
float volume2,pitch2; //< volume and pitch of sound 2
};
fltx4 m_as4;
};
inline SoundInfoTuple(float _minVelocity, float _volume1, float _pitch1, float _volume2, float _pitch2) :
minVelocity(_minVelocity), volume1(_volume1), pitch1(_pitch1), volume2(_volume2), pitch2(_pitch2)
{}
};
ConstraintSoundProfile(const SoundInfoTuple *soundTable, unsigned int tableSize)
: m_pSoundInfos(soundTable), m_numSoundInfos(tableSize)
{}
protected:
/// A table of sound info structs
const SoundInfoTuple * const m_pSoundInfos;
/// Size of the table
const unsigned int m_numSoundInfos;
};
static ConstraintSoundProfile::SoundInfoTuple CSDebugProfileTable[] =
{
ConstraintSoundProfile::SoundInfoTuple(12,0,0,0,0),
ConstraintSoundProfile::SoundInfoTuple(24,0,0,0,0),
};
#pragma warning(pop)
*/
#endif